虚拟世界中的真实经济:大型多人在线游戏案例研究:《Runescape

T. E. Bilir
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引用次数: 11

摘要

本文以大型多人在线角色扮演游戏《RuneScape》为例,探讨虚拟世界的经济层面。特别是,它考察了虚拟经济与现实经济之间的异同,对RuneScape玩家的经济理解,以及使用虚拟世界作为测试经济行为和理论的实验室的可能性。本论文采用多种方法,包括文本、直接观察、自我报告和其他报告来调查研究问题。到目前为止,虚拟经济学和RuneScape的研究还不够充分,本研究填补了文献中的空白。这篇论文的独特贡献在于:一项全面的调查揭示了玩家对经济学的看法,一个用于建模货币供应的新方程,以及在大型多人在线游戏中对水龙头-排水经济的新应用。研究结果表明,《RuneScape》的虚拟经济部分反映了现实经济,玩家对虚拟经济和现实经济的感知异常复杂,虚拟世界可以用来研究现实经济。游戏开发者、玩家、经济学家、教育工作者、研究人员以及对大型多人在线游戏和总体经济感兴趣的个人都可以从这项研究中受益。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Real Economics in Virtual Worlds: A Massively Multiplayer Online Game Case Study: Runescape
This thesis explores economic aspects of virtual worlds by focusing on a specific massively multiplayer online role-playing game, RuneScape. In particular, it examines the similarities and differences between the virtual economics and real world economics, the economic understanding of RuneScape players and the possibility of using virtual worlds as a laboratory for testing economic behavior and theory. This thesis uses a versatile methodology that includes texts, direct observation, self-reports, and other reports to investigate the research questions. Virtual economics in general and RuneScape in specific are understudied so far and this study fills a gap in the literature. The unique contributions of this thesis are: a comprehensive survey that reveals player perceptions of economics, a new equation useful for modeling money supply, and a new use of faucet-drain economy in massively multiplayer online games. The results indicate that virtual economics of RuneScape partially reflects real world economics, player perceptions of virtual and real world economy are surprisingly complex, and virtual worlds can be used to study real world economics. Game developers, players, economists, educators, researchers, and individuals who are interested in massively multiplayer online games and economy in general can benefit from this study.
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